Star Wars Roleplay: Chaos

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Manufacturer: Avarice
Type: N/A
Market Status: Closed Market
Production: Unique
Weight: Average
Size: Average

SITH RUNESTONE
Dark-Side Force Relic Submission



OUT OF CHARACTER INFORMATION
  • Intent: To submit a replica dark-side runestone created by Avarice, modeled after the ancient Sith runestone that corrupted Jedi and turned them against one another.
  • Image Source: N/A
  • Canon Link: Ancient Sith Runestone
  • Permissions: N/A
  • Primary Source: Avarice

PRODUCTION INFORMATION
  • Manufacturer: Avarice
  • Affiliation: Avarice
  • Market Status: Closed Market
  • Model: Replica Sith Runestone
  • Modularity: No
  • Production: Unique
  • Material: Carved blackstone and obsidian, electrum-filled rune channels, a ritually prepared mineral core, and Force-bound inscriptions shaped through Force imbuement and ancient runic craft.

SPECIAL FEATURES
  • Corruptive Presence: The stone radiates a low spiritual pressure that can breed unease, suspicion, and emotional instability in those who remain near it over time, echoing the original runestone’s talent for turning allies against one another.
  • Crush Opposition: Its field may sap resolve in the surrounding area in a fashion comparable to Crush Opposition, making those nearby easier to unsettle, frighten, or overwhelm psychologically.
  • Suppress Thoughts: Through influences akin to Qâzoi Kyantuska, the runestone can cloud judgment, press upon the mind, and leave a victim more vulnerable to implanted fears, hostile urges, or misdirected loyalties.
  • Mind Shard Effect: Focused exposure may splinter concentration in a manner comparable to Mind Shard, causing mental pain, broken focus, and difficulty sustaining deliberate Force control.
  • Dark Illusion: The stone may impress false impressions, warped visions, and hostile misreadings upon those around it, drawing on effects comparable to Dark Illusion to erode trust and certainty.
  • Force Corruptive Influence: Its influence can push thoughts and impulses toward betrayal, aggression, or violent misjudgment in a way comparable to Force Corrupt.
  • Hatred Saturation: Prolonged exposure may thicken the atmosphere with violent emotion in a manner comparable to Hatred, making anger easier to feed and restraint harder to keep.
  • Influence Radius: The runestone's passive corruptive field extends roughly 5 meters around the object. Within this range, sensitive individuals may feel unease, irritation, suspicion, or pressure against their thoughts.

    When deliberately activated through ritual focus, meditation, or direct handling, the field may extend up to 10 meters.

    Under ideal conditions, such as enclosed chambers, prepared ritual spaces, or specially warded rooms designed to contain and echo its influence, the effect may reach a hard maximum of 20 meters. It does not blanket entire temples, vault complexes, ships, cities, or battlefields.

  • Exposure Build-Up: The runestone's influence is gradual rather than instant.
    • Immediate to 1 minute: A faint oppressive sensation, unease, discomfort, or instinctive distrust may be felt by those within range.
    • 5–10 minutes: The field may begin worsening existing fear, anger, suspicion, or emotional instability. Concentration may become more difficult, especially for those already distressed or distracted.
    • 15–30 minutes: Prolonged exposure may cause intrusive doubts, hostile misreadings, distorted impressions, or difficulty maintaining calm Force control.
    • 1 hour or longer: In vulnerable, exhausted, wounded, emotionally compromised, or poorly shielded targets, the runestone may encourage paranoia, betrayal, aggression, or violent misjudgment.

    These effects remain resistible and are subject to writer consent when used against player characters.
OOC Note: Against player characters, the runestone does not force betrayal, compel violence, or override free will without writer consent. It creates pressure, temptation, fear, doubt, and distorted perception; the affected writer decides how strongly their character responds.
STRENGTHS
  • Excellent at poisoning trust, clarity, and cohesion in groups rather than merely harming a single target.
  • Applies layered pressure through fear, mental pain, coercive influence, and distorted perception.
  • Works especially well in enclosed spaces, negotiations, temples, vaults, or any setting where people must remain near it long enough for its pressure to build.
  • Can undermine even trained Force-users by attacking concentration, discipline, and emotional balance instead of relying on brute force alone.
  • Its effects are thematic and mutually reinforcing; suspicion feeds anger, anger clouds judgment, and misjudgment invites conflict.

WEAKNESSES
  • Its influence is strongest through proximity and sustained exposure; brief encounters may not allow the full weight of its pressure to build.
  • Those protected by strong discipline, Force Resistance, cleansing rites, or clear warding practices may blunt or resist its more esoteric effects.
  • Force Light, similar purifying techniques, or careful containment can suppress or strip away some of its malign influence.
  • Full Force suppression, nullification fields, Force-dead zones, or similar anti-Force conditions can blunt or fully shut down the runestone’s more esoteric effects while they remain active.
  • Its corruptive field is not perfectly selective; careless use may strain allies and handlers as readily as enemies.
  • Though dangerous, it is still a physical object and may be contained, warded, displaced, or broken if not adequately protected.
  • Its power lies in destabilization and manipulation, not direct physical destruction.
  • Defined Range: The runestone cannot affect entire buildings, temples, vaults, ships, battlefields, or cities. Its strongest influence is limited to close proximity, with a hard maximum of 20 meters under ideal enclosed conditions.
  • Gradual Corruption: The stone's strongest effects require time. Brief contact or passing exposure may cause discomfort or unease, but not deep corruption.
  • Emotional Fuel Required: The runestone works best by worsening flaws, fears, anger, resentment, or distrust already present. Calm, disciplined, prepared, or emotionally centered targets are harder to influence.
  • Containment Matters: Sealed cases, warded chambers, Force-resistant materials, nullification resin, Force suppression, or cleansing rites may reduce or halt its influence.
  • No Perfect Control: The artifact does not give its owner precise control over who becomes suspicious, angry, afraid, or unstable. Allies, handlers, prisoners, and bystanders may all be affected.

DESCRIPTION
This relic is not the original Ancient Sith Runestone, but a replica created by Avarice to reproduce and intensify its most infamous quality: the ability to corrupt judgment and turn companions against one another. Rather than functioning as a weapon in the ordinary sense, the stone works by pressing on the weakest seams in a group or individual. Suspicion rises first. Focus breaks next. Then anger, misread intent, and darkened instinct begin to do the rest.

Its runes are shaped to produce layered effects that work in concert. The stone weakens resolve, troubles concentration, distorts perception, and feeds destructive impulse until conflict becomes easier than trust. In that way, it is not merely a relic of fear, but of fracture. Its purpose is to make unity brittle, clarity uncertain, and restraint expensive. Handled carefully, it is a sophisticated coercive artifact. Handled poorly, it is an invitation to let a room destroy itself.

 


Out Of Character Info


Intent: To submit a replica dark-side runestone created by Avarice, modeled after the ancient Sith runestone that corrupted Jedi and turned them against one another.
Permissions: N/A

Technical Information


Affiliation: Avarice | Any one it is transferred to
Modular: No
Material: listed in sub
Last edited:

Krass Wyms

Jedi Tech Division
Avarice Avarice

Hello, I'll be handling this just a few small things to clear up.

The runestone radiates a corruptive field that affects those near it. But what is the radius? Without an average range whoever is using it could argue the stone affects a lot as vaults and temples can be massive. The vault on At-Attin for instance or the Banking Clans vaults and temples like Coruscant or Ossus. A maximum range will be needed.

Sustained exposure is used repeatedly, but no time is given. Does unease begin after 5 minutes? 1 hour? 1 day? There is a chance that this ambiguity could cause arguments.
 
Avarice Avarice

Hello, I'll be handling this just a few small things to clear up.

The runestone radiates a corruptive field that affects those near it. But what is the radius? Without an average range whoever is using it could argue the stone affects a lot as vaults and temples can be massive. The vault on At-Attin for instance or the Banking Clans vaults and temples like Coruscant or Ossus. A maximum range will be needed.

Sustained exposure is used repeatedly, but no time is given. Does unease begin after 5 minutes? 1 hour? 1 day? There is a chance that this ambiguity could cause arguments.
Thank you! I clarified both.

I added a defined influence radius: a passive 5-meter field, an activated 10-meter field, and a hard maximum of 20 meters only under ideal enclosed or ritually prepared conditions. It cannot affect entire temples, vaults, ships, cities, or battlefields.

I also added an exposure build-up timeline. The effects begin as unease or emotional pressure within the first minute, worsen after 5–10 minutes, become more disruptive after 15–30 minutes, and only reach the more dangerous paranoia/betrayal stage after an hour or more of continuous exposure, especially against vulnerable or emotionally compromised targets.

I also clarified that against PCs, the effects are pressure and temptation rather than forced mind-control, and remain subject to writer consent.

Appropriate weakness have been added as well.
 
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